1.Nested AND, OR and NOT events plus "case" feature.
2.Possibility to group events as a function or while- or for-loop.
3.Unlimited nameable alterable variables per obejct, which can be declared stings, ints, floats or bools (thus no flags) plus auto (to make it user friendly).
4.Custom groups of objects, and code so that these will find similarities between object in the group such as variable names and type (see my third wish) automatically.
5.Ink-effect or filter object which will become transperent over a specific color or gradiant of color.
6.Possibility to maek groups global.
7.Faster equation editor, where bool variables are read as 1 or 0 when in numeric equation and where there is a not conversion for these bools.
8.Possibility to make an event "never" by just rightclicking its number.
9.Test mode, in which custom counters can be shown while running the game, without having to fix it with object counters and events.
10.Yeah, automatic hide feature would be awesome! A quick way to get into different more specific editing modes, like the the mode entered which is by default activated with "f" in ps, would be cool too.
These whishes are listed in the ordere I came up with them, not after priority.
Brandon, what's your problem with people wishing to have more 3d features? I fully understand why people would like that, although I fully agree with your opinion that game developers should learn real programming for their own comfort. Of course it would be harder than 2d, but it could open up many possibilities for click developers (if it was good).
Originally Posted by -Codemonkey- An improved sprite edtior would be great!
Yes, with all sorts of higher end tools you usually only find in things like GIMP or Photoshop, and maybe put them on a tab or panel so you can hide or show them whenever you want, to make them more user friendly.
Also, does no one else want to see the step-through editor from TGF, maybe with some limits on what events are detected by the editor.
Finally, there should be a way to add events to the debugger, so that you can use the debugger to know which events are being activated and when. That way it is easier to find the problems in an engine or whatever else you're programming.
Now that you mention it, the sprite editor for mmf2 does suck at some points. The various tools can only be selected via the keyboard if you first click the painting area (bad). The marker tool is not automatically chosen when pasting something into the fram (very bad). If you have selected something and switch frame, the image is pasted on the previous one, and the selection appears over the next frame (frustrating).
They should also utilize the same letters for the apropriate tools, such as 'i' for pipette and 'g' for the fill tool, now that they were so good to include the "space dragging" (very good feature).
Yeah, it's a pain to have to manually click unselect before you can do anything else. But there are some things it does right.
Being able to start selecting an area from outside the image is better than TGF1 at least.
'Tis true. The unselect thing is very obnoxious. There are things that I can't remember right now, or even have ever been able to put into words, that make it less streamlined and handy-dandy notebook. It's a frustrating tool to me.
also one of the blacks wont actually work if you use the circle tool. The one from the 256 colour palette in the top left if i recall.
Its ok though since you can still use the really dark grey one instead.
I just rememberd that mmf2 doesn't save which nested non-displayed groups of events were open or not, and the default is that they are open. If you organize you events in many groups, and open a group containing several other groups with more groups and/or events, you will have events everywhere and a lot of clicking to do if you want to benefit from the group system.
The program should remember, or at least have closed as default.
I'd personally like to see some improvements to the event system.
At the moment it is very cumbersome to link objects via spreading values, or create an object with parameters specific to its parent object. You generally have to do a lot of looping which eats up CPU.
These are the features I would like to see improved more than anything else as their absence really holds MMF back.
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